Blackfire Arrow
(Conjuration/Summoning – Shadow Weave)

This spell enables the caster to hurl coldfire bolts at multiple opponents within range. Each bolt inflicts 1d6 points of cold damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). Each arrow may be targeted individually towards any chosen target.

Shadowblast
(Invocation/Evocation – Shadow Weave)

The shadow adept launches an unstable mass of shadowstuff which explodes, dealing 1d3 points of cold damage and 1d3 points of magic damage for every level of the caster (to a maximum of 10d6) and penalizes their saving throws and attack rolls by -1 per 10 levels of the caster (-2 at 10th level, -3 at 20th level, etc.) for 1 turn. Creatures who pass their saving throw (-1 penalty per 5 levels) avoid the direct blast taking no magic damage or stat loss.

Inertia
(Alteration – Shadow Weave)

This spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. Targets must also make an initial save vs. spells or be slowed to a halt, becoming held for 1 round.

Lifedrinker Touch
(Necromancy – Shadow Weave)

When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. In addition, the target transfers 3 points of either Strength, Dexterity or Constitution to the caster. The Hit Points are added to the caster’s current Hit Points, with any Hit Points over the caster’s normal maximum treated as temporary additional Hit Points. The temporary Hit Points and statistics last for 1 hour.

Note: This spell may not be cast multiple times to radically increase the caster’s Hit Points. The caster must wait for the first Lifedrinker Touch spell to run its course before casting another.

Beguile
(Enchantment/Charm – Shadow Weave)

This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Beguile affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell’s recipient fails <PRO_HISHER> Saving Throw, <PRO_HESHE> regards the caster as a trusted friend and ally to be heeded and protected. The caster may give <PRO_HIMHER> orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms – or attempts to harm – the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Beguile spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while <PRO_HESHE> was charmed. Also note that you cannot have a charmed creature leave the area where <PRO_HESHE> is charmed.

The saving throw penalty increases by -1 for every 5 caster levels.

Shadow Comets
(Invocation/Evocation – Shadow Weave)

This spell creates several small globes of shadowy matter, two for each experience level of the shadow adept, which are held in <PRO_HISHER> hands in place of <PRO_HISHER> usual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of cold damage to any creature struck. The shadow adept may hurl up to five missiles per round.

Shadow Binding
(Enchantment/Charm – Shadow Weave)

This spell holds one creature of any type rigidly immobile and in place for one turn, unless a Saving Throw vs. Spell is made with a -4 penalty. Those who succeed on their Saving Throws are totally unaffected by the spell.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject’s condition due to wounds, diseases, or poison.

Shadow Spear
(Evocation – Shadow Weave)

Upon casting this spell, a spear made of shadowstuff forms in the caster’s hands, which can be thrown once towards a target of the caster’s choosing. The spear may be launched by any target the caster is able to attack, dispelling all of the spell protections of 5th level and lower affecting it. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. If no such spells protect the targets, the spear instead deals 5d6 magic damage and inflicts an additional effect dependent on the caster’s level.

5th level and below: Reduces targets’ Armor Class by two points for five rounds
8th-10th level: Reduces targets’ saving throws and THAC0 by 1 point for five rounds
11th-13th level: Halves targets’ Dexterity for one turn
14th-16th level: Drains two levels from targets for one turn
17th level and above: Instantly kills targets

The spear is not affected by Magic Resistance. Targets may make a Saving Throw vs. Death (-1 per spear upgrade) to avoid all secondary effects.

Cursed Earth
(Conjuration – Shadow Weave)

This spell creates a zone of blackened, poisonous earth within a 30′ radius. All creatures standing within the area must make a saving throw vs. death at -4 each round or suffer 1d4 poison damage and have their movement rate halved.

Expunge Magic
(Abjuration – Shadow Weave)

A Expunge Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the effective level of the caster and the level of the magic being dispelled (Expunge Magic is cast as though at 1.5x the caster’s actual level). The base chance of successfully dispelling is 50%. For every level that the caster of the Expunge Magic is above the original caster, <PRO_HISHER> chance of success increases by 5%. For every level that the caster of Expunge Magic is below the original caster, <PRO_HISHER> chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic <PRO_HESHE> is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic <PRO_HESHE> is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

Void Edge
(Invocation/Evocation – Shadow Weave)

Upon casting this spell, the shadow adept imbues <PRO_HISHER> next melee attack with shadow magic, providing it with a +5 enchantment bonus and the ability to drain 2 hit points per level as magic damage.